Need rundown of assists and capabilities with assists

Need rundown of assists and capabilities with assists

I’m looking to make a thread in the general mvc3 forum that helps explain how the assists work and how assists work for each specific character. Basically I’d just like a quick rundown of 3 things.

  1. A generic description of each of the character’s 3 specific assists and their uses in battle for offense/defense/adding hits to combos etc.

  2. A general rundown of which assists work well for their rushdown/defense/lockdown etc. Something like this…



Reliance on assists on point without XF = Reliant
Reliance on assists with XF2 = Moderate
XF3/Anchor abilities = Solid

Strong assists for lockdown/pressure: Haggar lariat (stops opponent from attacking, hard knockdown for s.H OTG on hit) Ammy Cold Star (long mix up lockdown), Arthur Daggers (fast start up, long mix up lockdown) Sent drones (long mix up lockdown), Chun Li legs (long mix up lockdown, fast activating), Dante Jam Session (long mix up lockdown, keeps aerial characters grounded), Dorm Dark Hole (long mix up lockdown) Akuma tatsu (aerial lockdown, passes through projectiles during active frames), Iron Man repulsor blast (long lockdown, keeps opponent from jumping/flying), Iron Man Unibeam (standard beam lockdown), Tron Fire(standard lockdown, protects your block strings), any other long active multi hitting assist not mentioned.

Strong assists for projectile and assist clearance or unblockable set up: Iron Man Unibeam (projectile/assist clearance, decent active frames for mix up), Shuma Mystic Ray(projectile/assist clearance, keeps opponents from jumping/flying), Arthur Daggers(projectile/assist clearance/fast start up), Wesker gun shot (unblockable set up),Akuma tatsu(absorbs standard beam projectiles during active frames, loses to large hit box projectiles like Dante’s Crystal or Hulk’s Gamma Wave), Storm Whirlwind (projectile/assist clearance), Deadpool Quick Work (unblockable set up), Magneto Disruptah (projectile/assist clearance),Felicia Rolling Buckler (unblockable set up, high priority against other attacks once active),She Hulk Torpedo (unblockable set up)

General assist strategy is to have an assist that locks people down or keeps them down to set up high low mix ups and air M box jumps (aka air dash M cross up). The reason why Doom is more reliant on an assist to lock people down even though he can move around and fly like Mags and Storm is that he doesn’t have a dash that cancels with normals. Whenever you dash with Dr.Doom you get the ability to cancel it into a jump instead. This is technically a nerf since it makes your wave dash reliant on forcing you to jump first. Making you susceptible to air throws even though you’re basically on the ground.

To offset this though once you get an assist that locks down once you get in you can create really long block strings with very minimal gaps since Doom has the ability to cancel his normals into dashes. This means you can lock someone down with say Ammy’s cold star and go for a mix up. If somehow you don’t land anything they still can’t push guard you because of the assist. Once the assist is gone you can start throwing out c.L’s and follow them up with c.H which does a lot of block stun and can be OS’d by doing c.L~c.H so it comes out on a hit or block but not on whiff. If the opponent push guards the c.H you can confirm with the plink that they blocked and advance guarded and then just continue dashing through the advance guard with jump cancelling your dash into an ADDF once or twice to stay right in their face. By that time Ammy Cold Star should be available to lock them down again and if they advance guard too much they push themselves into the corner and lose.

Doom on point isn’t very reliant on DHC synergy because all he wants to do is have his assists plus his normal dash cancels through advance guards help him push people towards the corner. If they’re close enough to the corner Doom has TOD’s that can do up to 1.15 to 1.2 million damage without DHC glitch. 1.15. to 1.2 is easier to achieve with an assist but you can still get 1.05 to 1.1 easy without assist once you build the 2 plus meters at the end of the combo.

Doom also goes well on point with any assist that helps clear up point or assist based projectiles or attacks.

  1. How good the character is as an anchor.


I will take a shot at this. I am open to critiques as they just help me improve.

Reliance on Assists on point without x-factor. Reliant.
Reliance on assists with x-factor level 2. Reliant.
X-factor 3/anchor abilities. Poor.

Jills assists are all limited to combo extenders. The only one that has a use outside of this is her somersault. When used as an alpha counter the move has invulnerability and allows for a combo afterwards. However Jills best spot on a team is on point. Due to her very low health it is unlikely she will survive a combo for you to switch her out. so the only time she will be in the position to use her assist is likely after a dhc glitch combo of your own.

Strong assists for helping jill apply pressure. Your run of the mill assists go here. Haggar and Tron are excellent choices. Tron even more so due to her ability to utilize the dhc glitch so well. Ammy coldstar due to how long it stays on the screen allows for good mix up opportunities. It gives you enough time to feral crouch and teleport to your desired location. Chun legs work due to a large hitbox but jill combos can suffer from the serious hitstun decay. Jam Session allows for great pressure after killing a character. Hsien-ko gold armor makes for great pressure however the rest of the character leaves very little to assist a jill team.

Strong projectile assists. Jill needs help closing on the enemy and a strong beam assist tend to be the number one competitors for this roll. Ironman and Doom are both excellent choices however Ironmans leaves you standing allowing for easier combos. These beam assists also allow for some confusing mixups. As they remain active on screen and make it hard to see where jill is feral dashing. Shuma loses the mix up potential due to awkward timing and short time actually hitting the target. But the large area of the screen it covers can make up for that. Other projectiles can be useful but most don’t have strong enough durability points or stay on screen long enough for mix ups.

Jill lacks a true OTG. While one is not needed it gives you more options and damage for dhc glitch. Chris grenade and viewtiful joes bomb are especially nice due to allowing use of jills OTG throw before they detonate into raven spike. Other OTGs lose the throw but can still be useful however jill is not dependent on an OTG assist like some other characters.

General strategy for picking assists for jill. You normally need two things from your assists. One assist to help you get in. (the beams and projectiles) And one assist to help you keep up pressure once you are in. Usually tron is your secondary assist as she fills two vital rolls. She gives you that pressure once you are in. And after a combo ending in raven spike you are able to dhc trick into a basic BnB tron combo killing any character in the cast for just 2 meters. Doom has some advantages over Ironman in that he makes a better anchor. However ironman’s beam tends to be the better of the two choices.

Jill as an anchor tends to be a very poor choice. Her lack of a real level 3 super means that once she loses a partner to dhc into she loses a very large chunk of her potential damage. She also has no way of catching someone who plays keep away. Her only gap closers are reliant on assists otherwise they are extremely unsafe. This makes it extremely easy to let her xfactor run out without putting yourself at any real risk.

I hope that helps and like I said if anyone has a different opinion id love to hear why.

Flip (Cartwheel) Kick
Causes a ground bounce. You can use this to continue a standard air combo (ending in S) if your character has their own OTG, such as wesker. Flip Kick is okay if your point character is good enough to get a lot of combos or if you have elite reactions to certain moves and can react to crossover into it during the enemy’s recovery frames. Rating *

Arrow Kick
Causes a wall bounce. Like the Flip Kick, you can use this to continue a standard air combo (ending in S) if your character has their own OTG, such as wesker. It’s a little better than Flip Kick since you can randomly attack enemies at range with it. Rating **

Somersault Kick
Her anti-air attack from FC. It’s not invincible so you can’t use it like a true AAA. However, it shines as a crossover counter which does have invincible frames and you can follow it up with a combo or super cancel. Overall I’d recommend Somersault Kick for the strength of the crossover counter. Rating ***

My opinion on her as an anchor is different in that I think she’s above average. She has her own built-in high/low and cross up options as as well as a command grab that all lead to kills in XF3.

While it’s true that opponents can play keep away, this is usually not the case for most of the common opposing anchors. When it’s time to move in, you can do her gun super, land, XF, and apply your mixup.